Thorog the Slasher
SOC-5
OK, after reading through T4 space combat (and noticing that it was very abstract and also very confusing) i decided to make my own. Now, having never run (or played) Traveller before, this will be flawed, which is why I'm posting it before I actually use it. The method has bits nicked mainly from Star Fleet Battles and Battletech.
First of all, combat takes place in hexes. What used to be one range band is now three hexes. Thus anything that could before fire at something with Very Short range can now fire at something up to three hexes away. Turns act in the following manner:
1. Sensor lock on - ships try to lock onto each other for the turn. Usual rules for lock-on apply.
2. Movement and Weapon Fire.
a). Movement is now divided into about 10 impulses (yes, grabbed right from SFB if u recognise it). Basically, each ship moves equal to its G rating every turn. It does this by moving one hex, or turning one hex side, once every impulse for a number of impulses equal to its G rating. e.g. a ship with a G rating of 5 would be able to move one hex or turn one hex side in impulses 1,3,5,7 and 9, for a total of 9 moves. I'll make up a table for this later.
b). Weapon fire happens here. So you get to fire ten times per turn, and have to check for sensor lock-on etc once every turn (i.e. every ten shots) I might change it to once every two impulses or something, so that someone who doesn't lock on isnt stuck for ten impulses with nothing to fire at. Also, you could (possibly) lock onto a number of targets equal to your ship's Fire Control Rating, so if a ship is destroyed you aren't sitting there twiddling your thumbs for the rest of the turn. Damage isn't applied yet - firing is basically simultaneous.
c). Damage Resolution. Now all damage (and external/internal hits) is applied. Penalties etc are put onto ships, if the manoeuvre drives are hit, the ship will lose G's (not sure whether this should take place at the end of the turn or at the end of the impulse).
3) End of turn. Anything like breaking off, pursuit, etc, can be dealt with here.
I also have an idea for External hits, but I'll leave that until I can get the wrinkles in this part of it ironed out. All feedback welcome.
First of all, combat takes place in hexes. What used to be one range band is now three hexes. Thus anything that could before fire at something with Very Short range can now fire at something up to three hexes away. Turns act in the following manner:
1. Sensor lock on - ships try to lock onto each other for the turn. Usual rules for lock-on apply.
2. Movement and Weapon Fire.
a). Movement is now divided into about 10 impulses (yes, grabbed right from SFB if u recognise it). Basically, each ship moves equal to its G rating every turn. It does this by moving one hex, or turning one hex side, once every impulse for a number of impulses equal to its G rating. e.g. a ship with a G rating of 5 would be able to move one hex or turn one hex side in impulses 1,3,5,7 and 9, for a total of 9 moves. I'll make up a table for this later.
b). Weapon fire happens here. So you get to fire ten times per turn, and have to check for sensor lock-on etc once every turn (i.e. every ten shots) I might change it to once every two impulses or something, so that someone who doesn't lock on isnt stuck for ten impulses with nothing to fire at. Also, you could (possibly) lock onto a number of targets equal to your ship's Fire Control Rating, so if a ship is destroyed you aren't sitting there twiddling your thumbs for the rest of the turn. Damage isn't applied yet - firing is basically simultaneous.
c). Damage Resolution. Now all damage (and external/internal hits) is applied. Penalties etc are put onto ships, if the manoeuvre drives are hit, the ship will lose G's (not sure whether this should take place at the end of the turn or at the end of the impulse).
3) End of turn. Anything like breaking off, pursuit, etc, can be dealt with here.
I also have an idea for External hits, but I'll leave that until I can get the wrinkles in this part of it ironed out. All feedback welcome.